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Action Games Market Size, Share & Segmentation By Target Audience (Age Groups, Gender, Gaming Experience Level) Gameplay Style (Single-player Games, Multiplayer Games, Battle Royale Games, Action-Adventure Games) Genre-Based (First-person Shooter (FPS), Third-person Shooter, Platformer Games, Hack and Slash Games) Device Type (Console Games, PC Games, Mobile Games) Monetization Model (Premium Games, Free-to-Play Games, Subscription-Based Games, Downloadable Content (DLC) Offerings), and Region | Global Forecast 2025-2032

Date: June 2025 Report Code: SNS/ICT/7639 Page 300

Action Games Market Report Scope & Overview:

The Action Games Market size was valued at USD 17.63 billion in 2024 and is expected to reach USD 30.33 billion by 2032, expanding at a CAGR of 7.03% over the forecast period of 2025-2032.

The Action Games Market stands out as one of the most vibrant and profitable areas in the global gaming scene, fueled by captivating storytelling, cutting-edge graphics, and adrenaline-pumping gameplay. Genres like first-person shooters, battle royale, and hack-and-slash are drawing in a diverse crowd of players across consoles, PCs, and mobile devices. The growing appetite for lifelike visuals, cross-platform multiplayer experiences, and cloud gaming is driving global adoption. North America takes the lead in market share thanks to its solid infrastructure and top-notch developers, while the Asia Pacific region is experiencing the fastest growth, largely due to the popularity of mobile gaming and eSports. Looking ahead, the future of this market is set to be shaped by advancements in AI, VR, and creative monetization strategies.

According to research, mobile action games now account for 42% of daily gaming sessions in Southeast Asia, fueled by titles like PUBG Mobile, which has exceeded USD 10 billion in lifetime revenue. Action games also dominate eSports, representing 45% of total prize pools and driving a 28% year-over-year surge in Twitch engagement.

The U.S Action Games Market size reached USD 4.49 billion in 2024 and is expected to reach USD 7.20 billion in 2032 at a CAGR of 6.08% from 2025 to 2032.

In the U.S., the action games market is at the forefront worldwide, supported by a well-established gaming ecosystem, strong consumer spending, and famous developers like Activision Blizzard, Electronic Arts, and Epic Games. Beloved franchises such as Call of Duty, Fortnite, and Star Wars Jedi have gained massive popularity across consoles and PCs. With excellent internet infrastructure, cutting-edge gaming hardware, and a large, tech-savvy player community, the U.S. also enjoys a strong cultural acceptance of gaming, alongside the rise of platforms like Twitch. American studios are continuously pushing the envelope with cross-platform capabilities, engaging storylines, and monetization methods like DLCs and subscriptions, solidifying the U.S.'s dominance in this genre.

Market Dynamics

Drivers:

  • Rising Multiplayer and Cross-Platform Play Fuel Global Gamer Engagement

The rise of multiplayer and cross-platform gaming has really ramped up player engagement, as folks are increasingly drawn to real-time, competitive experiences that span different devices. Games like Fortnite and Call of Duty: Warzone are perfect examples of this trend, pushing developers to create more immersive and unified gaming ecosystems.

As of 2025, over 60% of top-grossing action games support cross-play, while 67% of gamers actively engage in multiplayer formats. Multiplayer titles contribute 40% of total revenue, with players spending around 7 hours weekly online. Notably, women now make up 45% of the global gaming audience.

Restraints:

  • Rising Development Costs and Resource Intensity Hinder Independent Studio Participation and Market Entry.

To create high-quality action games, developers need advanced graphics, smart AI, and complex gameplay, which naturally raises production costs. With consumer expectations on the rise, smaller studios with limited resources often struggle to keep pace, which can hinder innovation. The growing need for skilled talent and thorough testing adds to the operational challenges, resulting in a consolidation within the action games industry where only well-funded publishers can afford AAA development, restricting diverse content and market access for up-and-coming developers.

Opportunities:

  • Expansion of Cloud Gaming Services and 5G Networks Unlocks New Avenues for Real-Time Gaming Experiences.

The rise of cloud gaming platforms and speedy 5G networks is revolutionizing how players access action games, allowing them to enjoy high-performance titles on smartphones and budget devices. This transition not only expands the user base in mobile-first regions but also paves the way for new monetization models like subscriptions and in-game purchases.

 

The Cloud & 5G Revolution in Gaming

Key Insight & Source

Strategic Implication

"Try Before You Buy" Boost 72% of cloud gamers are more likely to buy a full game after trying it via streaming. – Accenture, 2024

Cloud gaming acts as a powerful monetization engine, driving sales through instant-access demos.

5G Gamers Spend More Gamers on 5G networks spend 42% more on in-game purchases than those on 4 G. – Ericsson, 2024

Faster 5G connections directly correlate with higher monetization potential, especially in action games.

Latency Matters. A latency improvement from 50ms to under 10ms increases player retention by 34% in real-time action games. – OpenSignal, 2024

5G is crucial for enabling smoother, stickier experiences in multiplayer titles, significantly boosting player retention.

Cloud Gaming Reduces Churn Players using cloud-based gaming platforms have a 23% lower churn rate than those downloading games traditionally. – Deloitte, 2024

The convenience of instant access and device-agnostic play in cloud gaming actively keeps players engaged longer.

Challenges:

  • Increasing Regulatory Scrutiny and Content Restrictions Across Regions Challenge Global Distribution Strategies.

Action games with violent or mature content often face regulatory scrutiny and age-based restrictions across regions. Growing concerns over youth exposure and digital addiction are prompting bans and modifications, as seen with PUBG and Call of Duty. These regulations disrupt global launches, complicate localization, and restrict content, impacting market access and timelines.

As of 2025, over 45 countries enforce restrictions or bans on violent or mature-themed video games, reflecting growing global regulatory scrutiny. In 2024, 52% of top-selling action games were rated “M,” while 68% of U.S. parents support stricter age-verification, signaling rising pressure for responsible content governance.

Segment Analysis

By Target Audience

In 2024, the age group segment led with a 47.32% revenue share, primarily driven by players aged 18–34 who favor immersive, fast-paced action content. This demographic is highly engaged with AAA titles and multiplayer formats like Call of Duty and God of War. Increasing digital penetration and cultural acceptance of gaming among adults further fuel demand for cinematic storytelling and realistic visuals.

The gender segment is the fastest-growing in the action games market, expanding at a CAGR of 7.93%, driven by rising female participation. Developers are introducing inclusive characters and diverse narratives, while platforms like PlayStation and Xbox enhance accessibility. This shift reflects evolving perceptions, promoting gender-neutral gaming through inclusive design and engagement strategies.

By Gameplay Style

Action-Adventure Games led with a 38.42% revenue share in 2024, driven by hybrid gameplay blending exploration, combat, and storytelling. Popular titles like Marvel’s Spider-Man 2 highlight its appeal. Enhanced AI and animations, along with rising console and PC adoption, attract both casual and hardcore gamers seeking immersive experiences.

Battle Royale Games are growing rapidly with a CAGR of 8.34%, driven by competitive survival gameplay and global hits like Fortnite and Apex Legends. Real-time PvP combat, frequent content updates, and eSports integration keep players engaged. Investments in seasonal passes and mobile optimization broaden the genre’s appeal across all platforms.

By Genre-Based

First-person Shooter (FPS) games captured the largest market share at 34.59% in 2024, led by popular titles such as Call of Duty, Halo Infinite, and Valorant. Their immersive viewpoints, realistic combat, and dynamic multiplayer features fuel engagement. Continuous innovation in weapon mechanics, expansive maps, and cross-platform play strengthens their role in eSports and solidifies FPS dominance in the action gaming segment.

Hack and Slash Games are expanding at a CAGR of 8.04%, fueled by rising demand for combo-based, high-speed combat. Titles like Devil May Cry 5 and Elden Ring blend RPG depth with dynamic action. Their appeal lies in stylish gameplay, mechanical depth, and immersive world-building, attracting global audiences across platforms.

By Device Type

Console Games held a dominant 39.48% market share in 2024, driven by the popularity of high-performance platforms like PlayStation and Xbox. These consoles offer exclusive AAA titles, powerful hardware, and immersive real-time gameplay. Recent releases such as Spider-Man 2 and Starfield have boosted engagement. Innovations like adaptive triggers and haptic feedback further enhance player experience, sustaining strong user loyalty and platform demand.

Mobile games are growing at a CAGR of 7.59%, fueled by rising smartphone usage and demand in mobile-first regions like Southeast Asia and India. Popular titles such as PUBG Mobile and Free Fire highlight this trend. Enhanced 5G, cloud streaming, and accessible, free-to-play models are driving widespread adoption and engagement.

By Monetization Model

Premium Games dominated with a 41.39% share in 2024, driven by demand for full-priced AAA titles like God of War Ragnarök. Players prefer ad-free, complete experiences with rich stories. Core gamers and console users fuel growth, while studios boost revenue through premium models combined with optional DLCs.

Subscription-based games are expanding rapidly at a 9.24% CAGR, driven by platforms like Xbox Game Pass and PlayStation Plus Extra. These services offer affordable access to large game libraries, cloud gaming, and day-one releases, creating recurring revenue and high consumer value.

Regional Analysis

In 2024, North America led the action games market with a 34.29% share, driven by its advanced gaming ecosystem and widespread console usage. Home to major developers like Activision Blizzard, Electronic Arts, and Epic Games, the region excels in high-budget game production, innovation, and eSports infrastructure. Strong digital spending, broadband access, and the popularity of multiplayer and premium console games further solidify North America’s dominance in the global action games industry.

The United States leads the region due to its vast player base, early tech adoption, and homegrown publishing giants who continually launch top-performing action titles.

Key U.S. Action Gaming Insights Shaping Market Momentum

Twitch Users Fuel Action Game Momentum

  • 44 million U.S. Twitch users aged 18–34 drive action game popularity, livestream engagement, and in-game monetization through titles like Warzone and Valorant.

Gamers Embrace 4 K-Capable Hardware

  • Around 70% of U.S. gamers now use 4 K-ready devices, increasing demand for immersive, cinematic AAA action games with high-performance gameplay.

Game Subscriptions Shape Action Title Success

  • Approximately 35% of U.S. console players subscribe to platforms like Game Pass, positioning these services as major channels for monetizing and distributing action games.

Europe holds a major share of the action games market, driven by strong PC and console use, quality regulations, and developers in Germany, the UK, and France. Gamers prefer action-adventure and story-rich shooters. The action games market growth in cross-platform games, digital marketplaces, eSports, and streaming boosts engagement, with Germany leading due to hardware adoption and a robust developer community.

In 2024, Asia Pacific led as the fastest-growing action games market with a 29.29% share, driven by rising mobile penetration and large youth populations in China, India, and Japan. Popular mobile and eSports FPS games, localized content, and 5G adoption boost growth. China dominates due to its vast gamer base, mobile gaming culture, and strong government support.

The Middle East & Africa and Latin America action games markets are growing rapidly, driven by rising smartphone use, digital infrastructure, and youth demand. UAE and Brazil lead their regions, with mobile gaming and eSports expanding, despite challenges like limited console adoption and economic constraints in some areas.

Major Market Competitors

The major key players of the action games market are Electronic Arts, Ubisoft, Capcom, Square Enix, Bandai Namco Entertainment, Epic Games, CD Projekt, FromSoftware, Remedy Entertainment, and SEGA and others.

Key Developments

  • In April 2025, Epic Games acquired Loci, an AI-powered 3D asset tagging platform, to enhance content creation workflows and improve intellectual property detection. This move supports Epic’s strategic push toward automating game development and protecting creative assets.

  • In January 2025, Bandai Namco Entertainment partnered with Rebel Wolves to publish the Blood of Dawnwalker, an upcoming action-RPG scheduled for a 2026 release, marking a strategic move to expand its dark fantasy gaming portfolio.

Action Games Market Report Scope:

Report Attributes Details
Market Size in 2024 USD 17.63 Billion 
Market Size by 2032 USD 52.90 Billion 
CAGR CAGR of 7.03% From 2025 to 2032
Base Year 2024
Forecast Period 2025-2032
Historical Data 2021-2023
Report Scope & Coverage Market Size, Segments Analysis, Competitive Landscape, Regional Analysis, DROC & SWOT Analysis, Forecast Outlook
Key Segments •By Target Audience – (Age Groups, Gender, Gaming Experience Level)
By Gameplay Style – (Single-player Games, Multiplayer Games, Battle Royale Games, Action-Adventure Games)
•By Genre-Based – (First-person Shooter (FPS), Third-person Shooter, Platformer Games, Hack and Slash Games)
•By Device Type – (Console Games, PC Games, Mobile Games)
•By Monetization Model – (Premium Games, Free-to-Play Games, Subscription-Based Games, Downloadable Content (DLC) Offerings)
Regional Analysis/Coverage North America (US, Canada, Mexico), Europe (Germany, France, UK, Italy, Spain, Poland, Turkey, Rest of Europe), Asia Pacific (China, India, Japan, South Korea, Singapore, Australia, Rest of Asia Pacific), Middle East & Africa (UAE, Saudi Arabia, Qatar, South Africa, Rest of Middle East & Africa), Latin America (Brazil, Argentina, Rest of Latin America)
Company Profiles Keysight Technologies, Viavi Solutions Inc., Spirent Communications, EXFO Electronic Arts, Ubisoft, Capcom, Square Enix, Bandai Namco Entertainment, Epic Games, CD Projekt, FromSoftware, Remedy Entertainment, SEGA.

Frequently Asked Questions

Answer: The market is projected to grow at a CAGR of 7.03% from 2025 to 2032.

Answer: The Action Games Market reached a valuation of USD 17.63 billion in the year 2024.

Answer: The major growth drivers include rising multiplayer and cross-platform gaming demand, advanced graphics, immersive storytelling, and the expansion of cloud gaming and 5G networks.

Answer: By gameplay style, Action-Adventure Games dominated the Action Games Market, accounting for a 38.42% revenue share in 2024.

Answer: North America dominated the Action Games Market in 2024 with a 34.29% market share.

Table of Contents:

1. Introduction

1.1 Market Definition

1.2 Scope (Inclusion and Exclusions)

1.3 Research Assumptions

2. Executive Summary

2.1 Market Overview

2.2 Regional Synopsis

2.3 Competitive Summary

3. Research Methodology

3.1 Top-Down Approach

3.2 Bottom-up Approach

3.3. Data Validation

3.4 Primary Interviews

4. Market Dynamics Impact Analysis

4.1 Market Driving Factors Analysis

4.1.1 Drivers

4.1.2 Restraints

4.2 PESTLE Analysis

4.3 Porter’s Five Forces Model

5. Statistical Insights and Trends Reporting

5.1 In-Game Reaction Time Stats

5.2 Action Game Genre Fusion Trends

5.3 Cinematic Cutscene Duration

5.4 In-Game Violence Intensity Index

5.5 Lag Sensitivity Tolerance

5.7 Game Completion Rate

6. Competitive Landscape

6.1 List of Major Companies, By Region

6.2 Market Share Analysis, By Region

6.3 Product Benchmarking

6.3.1 Product specifications and features

6.3.2 Pricing

6.4 Strategic Initiatives

6.4.1 Marketing and promotional activities

6.4.2 Distribution and supply chain strategies

6.4.3 Expansion plans and new product launches

6.4.4 Strategic partnerships and collaborations

6.5 Technological Advancements

6.6 Market Positioning and Branding

7. Action Games Market Segmentation, By Target Audience

7.1 Chapter Overview

7.2 Age Groups

7.2.1 Age Groups Market Trends Analysis (2021-2032)

7.2.2 Age Groups Market Size Estimates and Forecasts to 2032 (USD Billion)

7.3 Gender

7.3.1 Gender Market Trends Analysis (2021-2032)

7.3.2 Gender Market Size Estimates and Forecasts to 2032 (USD Billion)

7.4 Gaming Experience Level

7.4.1 Gaming Experience Level Market Trends Analysis (2021-2032)

7.4.2 Gaming Experience Level Market Size Estimates and Forecasts to 2032 (USD Billion)

8. Action Games Market Segmentation, By Gameplay Style

8.1 Chapter Overview

8.2 Single-player Games

8.2.1 Single-player Games Market Trends Analysis (2021-2032)

8.2.2 Single-player Games Market Size Estimates And Forecasts To 2032 (USD Billion)

8.3 Multiplayer Games

8.3.1 Multiplayer Games Market Trends Analysis (2021-2032)

8.3.2 Multiplayer Games Market Size Estimates And Forecasts To 2032 (USD Billion)

8.4 Battle Royale Games

8.4.1 Battle Royale Games Market Trends Analysis (2021-2032)

8.4.2 Battle Royale Games Market Size Estimates And Forecasts To 2032 (USD Billion)

8.5 Action-Adventure Games

8.5.1 Action-Adventure Games Market Trends Analysis (2021-2032)

8.5.2 Action-Adventure Games Market Size Estimates And Forecasts To 2032 (USD Billion)

9. Action Games Market Segmentation, By Genre-Based

9.1 Chapter Overview

9.2 First-person Shooter (FPS)

9.2.1 First-person Shooter (FPS) Market Trends Analysis (2021-2032)

9.2.2 First-person Shooter (FPS) Market Size Estimates And Forecasts To 2032 (USD Billion)

9.3 Third-person Shooter

9.3.1 Third-person Shooter Market Trends Analysis (2021-2032)

9.3.2 Third-person Shooter Market Size Estimates And Forecasts To 2032 (USD Billion)

9.4 Platformer Games

9.4.1 Platformer Games Market Trends Analysis (2021-2032)

9.4.2 Platformer Games Market Size Estimates And Forecasts To 2032 (USD Billion)

9.5 Hack and Slash Games

9.5.1 Hack and Slash Games Market Trends Analysis (2021-2032)

9.5.2 Hack and Slash Games Market Size Estimates And Forecasts To 2032 (USD Billion)

10. Action Games Market Segmentation, By Device Type

10.1 Chapter Overview

10.2 Console Games

10.2.1 Console Games Market Trends Analysis (2021-2032)

10.2.2 Console Games Market Size Estimates And Forecasts To 2032 (USD Billion)

10.3 PC Games

10.3.1 PC Games Market Trends Analysis (2021-2032)

10.3.2 PC Games Market Size Estimates And Forecasts To 2032 (USD Billion)

10.3 Mobile Games

10.3.1 Mobile Games Market Trends Analysis (2021-2032)

10.3.2 Mobile Games Market Size Estimates And Forecasts To 2032 (USD Billion)

11. Action Games Market Segmentation, By Monetization Model

11.1 Chapter Overview

11.2 Premium Games

11.2.1 Premium Games Market Trends Analysis (2021-2032)

11.2.2 Premium Games Market Size Estimates And Forecasts To 2032 (USD Billion)

11.3 Free-to-Play Games

11.3.1 Free-to-Play Games Market Trends Analysis (2021-2032)

11.3.2 Free-to-Play Games Market Size Estimates And Forecasts To 2032 (USD Billion)

11.4 Subscription-Based Games

11.4.1 Subscription-Based Games Market Trends Analysis (2021-2032)

11.4.2 Subscription-Based Games Market Size Estimates And Forecasts To 2032 (USD Billion)

11.5 Downloadable Content (DLC) Offerings

11.5.1 Downloadable Content (DLC) Offerings Market Trends Analysis (2021-2032)

11.5.2 Downloadable Content (DLC) Offerings Market Size Estimates And Forecasts To 2032 (USD Billion)

12. Regional Analysis

12.1 Chapter Overview

12.2 North America

12.2.1 Trends Analysis

12.2.2 North America Action Games Market Estimates And Forecasts, By Country (2021-2032) (USD Billion)

12.2.3 North America Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.2.4 North America Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.2.5 North America Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.2.6 North America Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.2.7 North America Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.2.8 USA

12.2.8.1 USA Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.2.8.2 USA Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.2.8.3 USA Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.2.8.4 USA Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.2.8.5 USA Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.2.9 Canada

12.2.9.1 Canada Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.2.9.2 Canada Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.2.9.3 Canada Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.2.9.4 Canada Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.2.9.5 Canada Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.2.10 Mexico

12.2.10.1 Mexico Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.2.10.2 Mexico Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.2.10.3 Mexico Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.2.10.4 Mexico Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.2.10.5 Mexico Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.3 Europe

12.3.1 Trends Analysis

12.3.2 Europe Action Games Market Estimates And Forecasts, By Country (2021-2032) (USD Billion)

12.3.3 Europe Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.3.4 Europe Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.3.5 Europe Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.3.6 Europe Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.3.7 Europe Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.3.8 Poland

12.3.8.1 Poland Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.3.8.2 Poland Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.3.8.3 Poland Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.3.8.4 Poland Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.3.8.5 Poland Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.3.9 Turkey

12.3.9.1 Turkey Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.3.9.2 Turkey Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.3.9.3 Turkey Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.3.9.4 Turkey Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.3.9.5 Turkey Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.3.10 Germany

12.3.10.1 Germany Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.3.10.2 Germany Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.3.10.3 Germany Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.3.10.4 Germany Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.3.10.5 Germany Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.3.11 France

12.3.11.1 France Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.3.11.2 France Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.3.11.3 France Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.3.11.4 France Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.3.11.5 France Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.3.12 UK

12.3.12.1 UK Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.3.12.2 UK Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.3.12.3 UK Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.3.12.4 UK Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.3.12.5 UK Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.3.13 Italy

12.3.13.1 Italy Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.3.13.2 Italy Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.3.13.3 Italy Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.3.13.4 Italy Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.3.13.5 Italy Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.3.14 Spain

12.3.14.1 Spain Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.3.14.2 Spain Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.3.14.3 Spain Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.3.14.4 Spain Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.3.14.5 Spain Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.3.15 Rest Of Europe

12.3.15.1 Rest Of Western Europe Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.3.15.2 Rest Of Western Europe Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.3.15.3 Rest Of Western Europe Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.3.15.4 Rest Of Western Europe Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.3.15.5 Rest Of Western Europe Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.4 Asia Pacific

12.4.1 Trends Analysis

12.4.2 Asia Pacific Action Games Market Estimates And Forecasts, By Country (2021-2032) (USD Billion)

12.4.3 Asia Pacific Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.4.4 Asia Pacific Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.4.5 Asia Pacific Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.4.6 Asia Pacific Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.4.7 Asia Pacific Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.4.8 China

12.4.8.1 China Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.4.8.2 China Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.4.8.3 China Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.4.8.4 China Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.4.8.5 China Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.4.9 India

12.4.9.1 India Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.4.9.2 India Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.4.9.3 India Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.4.9.4 India Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.4.9.5 India Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.4.10 Japan

12.4.10.1 Japan Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.4.10.2 Japan Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.4.10.3 Japan Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.4.10.4 Japan Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.4.10.5 Japan Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.4.11 South Korea

12.4.11.1 South Korea Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.4.11.2 South Korea Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.4.11.3 South Korea Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.4.11.4 South Korea Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.4.11.5 South Korea Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.4.12 Singapore

12.4.12.1 Singapore Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.4.12.2 Singapore Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.4.12.3 Singapore Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.4.12.4 Singapore Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.4.12.5 Singapore Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.4.13 Australia

12.4.13.1 Australia Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.4.13.2 Australia Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.4.13.3 Australia Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.4.13.4 Australia Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.4.13.5 Australia Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.4.14 Rest Of Asia Pacific

12.4.14.1 Rest Of Asia Pacific Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.4.14.2 Rest Of Asia Pacific Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.4.14.3 Rest Of Asia Pacific Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.4.14.4 Rest Of Asia Pacific Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.4.14.5 Rest Of Asia Pacific Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.5 Middle East And Africa

12.5.1 Trends Analysis

12.5.2 Middle East And Africa Action Games Market Estimates And Forecasts, By Country (2021-2032) (USD Billion)

12.5.3 Middle East And Africa Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.5.4 Middle East And Africa  Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.5.5 Middle East And Africa Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.5.6 Middle East And Africa Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.5.7 Middle East And Africa Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.5.8 UAE

12.5.8.1 UAE Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.5.8.2 UAE Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.5.8.3 UAE Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.5.8.4 UAE Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.5.8.5 UAE Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.5.9 Saudi Arabia

12.5.9.1 Saudi Arabia Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.5.9.2 Saudi Arabia Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.5.9.3 Saudi Arabia Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.5.9.4 Saudi Arabia Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.5.9.5 Saudi Arabia Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.5.10 Qatar

12.5.10.1 Qatar Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.5.10.2 Qatar Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.5.10.3 Qatar Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.5.10.4 Qatar Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.5.10.5 Qatar Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.5.11 South Africa

12.5.11.1 South Africa Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.5.11.2 South Africa Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.5.11.3 South Africa Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.5.11.4 South Africa Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.5.11.5 South Africa Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.5.12 Rest Of Africa

12.5.12.1 Rest Of Africa Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.5.12.2 Rest Of Africa Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.5.12.3 Rest Of Africa Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.5.12.4 Rest Of Africa Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.5.12.5 Rest Of Africa Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.6 Latin America

12.6.1 Trends Analysis

12.6.2 Latin America Action Games Market Estimates And Forecasts, By Country (2021-2032) (USD Billion)

12.6.3 Latin America Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.6.4 Latin America Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.6.5 Latin America Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.6.6 Latin America Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.6.7 Latin America Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.6.8 Brazil

12.6.8.1 Brazil Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.6.8.2 Brazil Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.6.8.3 Brazil Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.6.8.4 Brazil Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.6.8.5 Brazil Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.6.9 Argentina

12.6.9.1 Argentina Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.6.9.2 Argentina Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.6.9.3 Argentina Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.6.9.4 Argentina Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.6.9.5 Argentina Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

12.6.10 Rest Of Latin America

12.6.10.1 Rest Of Latin America Action Games Market Estimates And Forecasts, By Target Audience (2021-2032) (USD Billion)

12.6.10.2 Rest Of Latin America Action Games Market Estimates And Forecasts, By Gameplay Style (2021-2032) (USD Billion)

12.6.10.3 Rest Of Latin America Action Games Market Estimates And Forecasts, By Genre-Based (2021-2032) (USD Billion)

12.6.10.4 Rest Of Latin America Action Games Market Estimates And Forecasts, By Device Type (2021-2032) (USD Billion)

12.6.10.5 Rest Of Latin America Action Games Market Estimates And Forecasts, By Monetization Model (2021-2032) (USD Billion)

13. Company Profiles

     13.1 Electronic Arts

13.1.1 Company Overview

13.1.2 Financial

13.1.3 Products/ Services Offered

13.1.4 SWOT Analysis

    13.2 Ubisoft

13.2.1 Company Overview

13.2.2 Financial

13.2.3 Products/ Services Offered

13.2.4 SWOT Analysis

   13.3 Capcom

13.3.1 Company Overview

13.3.2 Financial

13.3.3 Products/ Services Offered

13.3.4 SWOT Analysis

  13.4 Square Enix

13.4.1 Company Overview

13.4.2 Financial

13.4.3 Products/ Services Offered

13.4.4 SWOT Analysis

  13.5 Bandai Namco Entertainment

13.5.1 Company Overview

13.5.2 Financial

13.5.3 Products/ Services Offered

13.5.4 SWOT Analysis

  13.6 Epic Games

13.6.1 Company Overview

13.6.2 Financial

13.6.3 Products/ Services Offered

13.6.4 SWOT Analysis

 13.7 CD Projekt

13.7.1 Company Overview

13.7.2 Financial

13.7.3 Products/ Services Offered

13.7.4 SWOT Analysis

 13.8 FromSoftware

13.8.1 Company Overview

13.8.2 Financial

13.8.3 Products/ Services Offered

13.8.4 SWOT Analysis

 13.9 Remedy Entertainment

             13.9.1 Company Overview

13.9.2 Financial

13.9.3 Products/ Services Offered

13.9.4 SWOT Analysis

  13.10 SEGA

13.10.1 Company Overview

13.10.2 Financial

13.10.3 Products/ Services Offered

13.10.4 SWOT Analysis

14. Use Cases and Best Practices

15. Conclusion

An accurate research report requires proper strategizing as well as implementation. There are multiple factors involved in the completion of good and accurate research report and selecting the best methodology to compete the research is the toughest part. Since the research reports we provide play a crucial role in any company’s decision-making process, therefore we at SNS Insider always believe that we should choose the best method which gives us results closer to reality. This allows us to reach at a stage wherein we can provide our clients best and accurate investment to output ratio.

Each report that we prepare takes a timeframe of 350-400 business hours for production. Starting from the selection of titles through a couple of in-depth brain storming session to the final QC process before uploading our titles on our website we dedicate around 350 working hours. The titles are selected based on their current market cap and the foreseen CAGR and growth.

 

The 5 steps process:

Step 1: Secondary Research:

Secondary Research or Desk Research is as the name suggests is a research process wherein, we collect data through the readily available information. In this process we use various paid and unpaid databases which our team has access to and gather data through the same. This includes examining of listed companies’ annual reports, Journals, SEC filling etc. Apart from this our team has access to various associations across the globe across different industries. Lastly, we have exchange relationships with various university as well as individual libraries.

Secondary Research

Step 2: Primary Research

When we talk about primary research, it is a type of study in which the researchers collect relevant data samples directly, rather than relying on previously collected data.  This type of research is focused on gaining content specific facts that can be sued to solve specific problems. Since the collected data is fresh and first hand therefore it makes the study more accurate and genuine.

We at SNS Insider have divided Primary Research into 2 parts.

Part 1 wherein we interview the KOLs of major players as well as the upcoming ones across various geographic regions. This allows us to have their view over the market scenario and acts as an important tool to come closer to the accurate market numbers. As many as 45 paid and unpaid primary interviews are taken from both the demand and supply side of the industry to make sure we land at an accurate judgement and analysis of the market.

This step involves the triangulation of data wherein our team analyses the interview transcripts, online survey responses and observation of on filed participants. The below mentioned chart should give a better understanding of the part 1 of the primary interview.

Primary Research

Part 2: In this part of primary research the data collected via secondary research and the part 1 of the primary research is validated with the interviews from individual consultants and subject matter experts.

Consultants are those set of people who have at least 12 years of experience and expertise within the industry whereas Subject Matter Experts are those with at least 15 years of experience behind their back within the same space. The data with the help of two main processes i.e., FGDs (Focused Group Discussions) and IDs (Individual Discussions). This gives us a 3rd party nonbiased primary view of the market scenario making it a more dependable one while collation of the data pointers.

Step 3: Data Bank Validation

Once all the information is collected via primary and secondary sources, we run that information for data validation. At our intelligence centre our research heads track a lot of information related to the market which includes the quarterly reports, the daily stock prices, and other relevant information. Our data bank server gets updated every fortnight and that is how the information which we collected using our primary and secondary information is revalidated in real time.

Data Bank Validation

Step 4: QA/QC Process

After all the data collection and validation our team does a final level of quality check and quality assurance to get rid of any unwanted or undesired mistakes. This might include but not limited to getting rid of the any typos, duplication of numbers or missing of any important information. The people involved in this process include technical content writers, research heads and graphics people. Once this process is completed the title gets uploader on our platform for our clients to read it.

Step 5: Final QC/QA Process:

This is the last process and comes when the client has ordered the study. In this process a final QA/QC is done before the study is emailed to the client. Since we believe in giving our clients a good experience of our research studies, therefore, to make sure that we do not lack at our end in any way humanly possible we do a final round of quality check and then dispatch the study to the client.

Key Segments: 

By Target Audience

  • Age Groups

  • Gender

  • Gaming Experience Level

By Gameplay Style

  • Single-player Games

  • Multiplayer Games

  • Battle Royale Games

  • Action-Adventure Games

By Genre-Based

  • First-person Shooter (FPS)

  • Third-person Shooter

  • Platformer Games

  • Hack and Slash Games

By Device Type

  • Console Games

  • PC Games

  • Mobile Games

By Monetization Model

  • Premium Games

  • Free-to-Play Games

  • Subscription-Based Games

  • Downloadable Content (DLC) Offerings

Request for Segment Customization as per your Business Requirement: Segment Customization Request

Regional Coverage: 

North America

  • US

  • Canada

  • Mexico

Europe

  • Germany

  • France

  • UK

  • Italy

  • Spain

  • Poland

  • Turkey

  • Rest of Europe

Asia Pacific

  • China

  • India

  • Japan

  • South Korea

  • Singapore

  • Australia

  • Rest of Asia Pacific

Middle East & Africa

  • UAE

  • Saudi Arabia

  • Qatar

  • South Africa

  • Rest of Middle East & Africa

Latin America

  • Brazil

  • Argentina

  • Rest of Latin America

Request for Country Level Research Report: Country Level Customization Request

Available Customization 

With the given market data, SNS Insider offers customization as per the company’s specific needs. The following customization options are available for the report: 

  • Detailed Volume Analysis 

  • Criss-Cross segment analysis (e.g. Product X Application) 

  • Competitive Product Benchmarking 

  • Geographic Analysis 

  • Additional countries in any of the regions 

  • Customized Data Representation Detailed analysis and profiling of additional market players

Explore Key Insights.


  • Analyzes market trends, forecasts, and regional dynamics
  • Covers core offerings, innovations, and industry use cases
  • Profiles major players, value chains, and strategic developments
  • Highlights innovation trends, regulatory impacts, and growth opportunities
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